"Regarding Killstreaks, we had them in for a while during our dev of the game, we took them out for balance reasons. Let me explain, every game has a very unique MP pace and with all the changes from WFC, what we were seeing was runaway gamers, specifically due to killstreaks. By removing them, they game was more competitive. Along a similar vein we removed double jump, many gamers initial reaction were negative until the played it for a bit and realized that the streamlined approach actually made it better. remember this isn't WFC2 this is FOC."

a few of the things that used to be killstreaks in WFC are now pick-ups scattered about the map

i really dont see the big deal

[same with double jump. it was bad not having it in DOTM but theyve remedied that problem in FOC by making them jump a bit higher. I really dont miss it. The only thing i DO miss is barrel rolls for jets]

Well if some of you guys know this then why are you here saying that you do? I didn't know this and maybe some others don't either. It's not like I've seen a thread made for the sole reason as to tell me why there weren't any rewards before.

Old news, I wish they would have made an effort to balance them instead of just gutting them entirely. Seems like that was their answer for a lot of problems. If it was too hard to balance, they ripped it out entirely.

This was one omission I actually agree with them on. Killstreaks, in my eyes, is just giving good players an even greater advantage over new/bad players, which leads to some pretty miserable experiences.

This was one omission I actually agree with them on. Killstreaks, in my eyes, is just giving good players an even greater advantage over new/bad players, which leads to some pretty miserable experiences.

Old news, I wish they would have made an effort to balance them instead of just gutting them entirely. Seems like that was their answer for a lot of problems. If it was too hard to balance, they ripped it out entirely.

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The thing about killstreaks is, they're inherently imbalanced. By rewarding players who are doing well by allowing them to perform even better, they're creating an unstable equilibrium. Some games have mechanics that allow them to withstand an unstable equilibrium, and some even make use of it to move a game out of what would otherwise be constant stalemates. But putting a system that enforces an unstable equilibrium into a game that can't support it/doesn't need it is just bad design.

I'm still a bit sore about the lack of a double jump. At least on Array it feels like there are a few spots that would be accessible, such as a few boxes near B, and right under C. Why put such a tease there if you can't actually use those boxes as access points?

Double jump was good for tactical and strategic mobility, and even though every class has a dash, I'm still saddened by the lack of a double jump.